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Difference between revisions of "FTEQW File Formats"

From Quake Wiki

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| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| none
+
| Swimmy when animating. Yuck.
 
| none
 
| none
 
| none
 
| none
Line 54: Line 54:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | Echos: The best choice for creating models & animations in FTE and DP. Skeletal animation support for 256 joints. Vertex animation and blendshapes are not supported,  
+
| style="text-align:left;" | Echos: The best choice for creating models & animations in FTE and DP. Skeletal animation support for 256 joints. Vertex animation and blendshapes are not supported, skeletal only.
 +
| none
 +
| none
  
skeletal only.
+
|-valign="top" style="background:#F8F8F8"
 +
| Extended Inter-Quake Model
 +
| (.vvm)
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage.
 
| none
 
| none
 
| none
 
| none
Line 67: Line 76:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| none
+
| No framegroups/animations (just individual poses).
 
| none
 
| none
 
| none
 
| none
Line 78: Line 87:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| none
+
| Slow to load (although easy to export). the separate .psa files contain the animation data in an external file.
 
| none
 
| none
 
| none
 
| none
Line 89: Line 98:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| none
+
| Only one bone influence per vertex.
 
| none
 
| none
 
| none
 
| none
Line 100: Line 109:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| none
+
| Has no animation data.
 
| none
 
| none
 
| none
 
| none
Line 111: Line 120:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| none
+
| Has no mesh data.
 
| none
 
| none
 
| none
 
| none
Line 133: Line 142:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| none
+
| Boo Hiss.
 
| none
 
| none
 
| none
 
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Hexen2
+
| Hexen2MP
 
| (.mdl)
 
| (.mdl)
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
Line 144: Line 153:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| none
+
| Only used in the missionpack.
 
| none
 
| none
 
| none
 
| none
Line 155: Line 164:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| none
+
| Text format that allows extracting the animation data from numerous models, to combine with extracted mesh data. This allows you to use eg md5 models without using skeletal objects(csqc).
 
| none
 
| none
 
| none
 
| none
Line 166: Line 175:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | Echos: This format is for creating terrains in FTE, can be used by mappers to make large sandbox-style game levels.
+
| style="text-align:left;" | Echos: This format is for creating terrains in FTE, can be used by mappers to make large sandbox-style game levels. Sections are streamed in from disk as required. Models and bsps can be embedded as desired. Entities are really messy right now.
 
| none
 
| none
 
| none
 
| none
Line 188: Line 197:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | Echos: This is the real Alias model format. Obsolete, but old files exist. The original Quake1 models were converted from .tri to .mdl with the modelgen utility. Listed  
+
| style="text-align:left;" | Echos: This is the real Alias model format. Obsolete, but old files exist. The original Quake1 models were converted from .tri to .mdl with the modelgen utility. Listed for informational purposes, no point to load it in engine.
 
 
for informational purposes, no point to load it in engine.
 
 
| none
 
| none
 
| none
 
| none
Line 216: Line 223:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | Echos: External TGA textures will look wrong in FTE due to params not being adjusted.
+
| style="text-align:left;" | Texture alignment+size is dependant upon correct texture sizes. Replacement textures will generally appear zoomed in/wrong - texture wads are expected to follow halflife rules (ie: path is ignored, the wad must be id1/*.wad or moddir/*.wad). Don't expect good performance, especially with rtlights.
 
| none
 
| none
 
| none
 
| none
Line 224: Line 231:
 
| (.map)
 
| (.map)
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
 
| none
 
| none
Line 234: Line 241:
 
| Quake3
 
| Quake3
 
| (.map)
 
| (.map)
| style="background:black; color:white;" | ?
+
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="text-align:left;" | none
+
| style="text-align:left;" | FTE will display patches only using their control points.
 +
| none
 +
| none
 +
 
 +
|-valign="top" style="background:#F8F8F8"
 +
| Quake3 Brush-Plane
 +
| (.map)
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | An alternative way of expressing texture coords.
 
| none
 
| none
 
| none
 
| none
Line 245: Line 263:
 
| Half-Life
 
| Half-Life
 
| (.map)
 
| (.map)
| style="background:black; color:white;" | ?
+
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="text-align:left;" | none
+
| style="text-align:left;" | valve's 220 format allows more texture coords to be expressed more precisely.
 
| none
 
| none
 
| none
 
| none
Line 276: Line 294:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="text-align:left;" | BSP29 Quake retail-release.
 
| style="text-align:left;" | BSP29 Quake retail-release.
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Hexen2
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:black; color:white;" | ?
 +
| style="background:darkred; color:white;" | N
 +
| style="background:green; color:white;" | Y
 +
| style="text-align:left;" | Expect palette+hull issues when running in quake.
 
| none
 
| none
 
| none
 
| none
Line 297: Line 326:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | none
+
| style="text-align:left;" | All 16bit limits increased to 32bit (with the 16bit coords becoming floats).
 
| none
 
| none
 
| none
 
| none
Line 308: Line 337:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | none
+
| style="text-align:left;" | Yellow.
 
| none
 
| none
 
| none
 
| none
Line 319: Line 348:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | none
+
| style="text-align:left;" | So curvacious!
 
| none
 
| none
 
| none
 
| none
Line 330: Line 359:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | none
+
| style="text-align:left;" | Toolchain license issues.
 
| none
 
| none
 
| none
 
| none
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| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
| none
 
| none
 
 
|-valign="top" style="background:#F8F8F8"
 
| Extensible BSP / BSPX
 
| (.bsp)
 
| style="background:green; color:white;" | Y
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="text-align:left;" | A type of BSP file that supports additional data lumps. A very good file format, it‘s possible to embed .lit files, Q3 patchmesh, or any other data. Unusable by mappers
 
 
since no tools exist to create it.
 
 
| none
 
| none
 
| none
 
| none
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| none
 
| none
 
| none
 
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| BSPX lump: RGBLIGHTING
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:green; color:white;" | Y
 +
| style="text-align:left;" | Allows embedding rgb lighting directly into a q1 bsp without needing an external .lit file. Compile with ericw's light util using the -bspxlit argument. Also supported by ezquake, so be sure to use this for any quakeworld-centric map as the lighting will survive being auto-downloaded.
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| BSPX lump: LIGHTING_E5BGR9
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting.
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| BSPX lump: LIGHTINGDIR
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | Equivelent to a .lux file, but embedded into the bsp itself. Compile with ericw's light util using the -bspxlux argument.
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| BSPX lump: LMSHIFT, LMOFFSET, LMSTYLE
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:green; color:white;" | Y
 +
| style="text-align:left;" | Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned.
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| BSPX lump: VERTEXNORMALS
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool.
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| BSPX lump: BRUSHLIST
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| BSPX lump: BRUSHLIST
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
 +
| none
 +
| none
 +
  
 
|}
 
|}
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| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
 
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. FIXME: other uses for .ent?
+
| style="background:green; color:white;" | Y
 +
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. Can be used to fix z-fighting bugs, fix entities in walls, remove quad in small deathmatch maps, etc.
 
| none
 
| none
 
| none
 
| none
Line 477: Line 571:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="text-align:left;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want.
 
| style="text-align:left;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want.
Line 488: Line 582:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="text-align:left;" | Echos: DP doesn‘t load .lux so use .dlit the file format is identical.
 
| style="text-align:left;" | Echos: DP doesn‘t load .lux so use .dlit the file format is identical.
Line 499: Line 593:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
 
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't. You can use the spinning light w/ a cubeMap to make it fancy.
+
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't, which may make format conversions necessary. You can use the spinning light w/ a cubeMap to make it fancy.
 
| none
 
| none
 
| none
 
| none
Line 521: Line 615:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Quake wad
+
| Quake's gfx.wad
 
| (.wad)
 
| (.wad)
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
Line 554: Line 648:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Wally
+
| Quake2 Wall Texture
 
| (.wal)
 
| (.wal)
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
 
| none
 
| none
Line 570: Line 664:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
| style="background:black; color:white;" | ?
+
| style="background:green; color:white;" | Y
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
 
| none
 
| none
Line 581: Line 675:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
| style="background:black; color:white;" | ?
+
| style="background:green; color:white;" | Y
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
 
| none
 
| none
Line 592: Line 686:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
| style="background:black; color:white;" | ?
+
| style="background:green; color:white;" | Y
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
 
| none
 
| none
Line 602: Line 696:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt stuff FIXME: is this useful to anyone or just internal engine stuff?
+
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt stuff. Allows for properly compressed textures for lower gpu memory usage. May have issues with npot texture mip sizes in opengl engines.
 
| none
 
| none
 
| none
 
| none
Line 613: Line 707:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr FIXME: is this useful to anyone or just internal engine stuff?
+
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr. Allows for properly compressed textures even with npot textures for lower gpu memory/bandwidth use.
 
| none
 
| none
 
| none
 
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| HL Wad
+
| Texture Wad
 
| (.wad)
 
| (.wad)
| style="background:black; color:white;" | ?
+
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | none
+
| style="text-align:left;" | Required for halflife bsp support.
 
| none
 
| none
 
| none
 
| none
Line 652: Line 746:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="text-align:left;" | none
+
| style="text-align:left;" | QS is still buggy with regard to framegroups (fixed in QSS+FTE+DP). Quake defines more types of sprite than the number of sprites it actually shipped with.
 
| none
 
| none
 
| none
 
| none
Line 661: Line 755:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
 
| none
 
| none
Line 670: Line 764:
 
| Quake1 Sprite 32bit
 
| Quake1 Sprite 32bit
 
| (.spr32)
 
| (.spr32)
| style="background:black; color:white;" | ?
 
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
+
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
 +
| style="background:green; color:white;" | Y
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 
 +
|-valign="top" style="background:#F8F8F8"
 +
| Half-Life Sprite
 +
| (.spr)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
 
| none
 
| none
Line 698: Line 803:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:green; color:white;" | Y
 
| style="text-align:left;" | Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt
 
| style="text-align:left;" | Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt
 
| https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/
 
| https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/
Line 707: Line 812:
 
| DarkPlaces Particles
 
| DarkPlaces Particles
 
| (.txt)
 
| (.txt)
 +
| style="background:yellow; color:black;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y
+
| style="background:darkred; color:white;" | N
| style="background:black; color:white;" | ?
+
| style="background:yellow; color:black;" | Y
| style="background:black; color:white;" | ?
+
| style="text-align:left;" | Echos: It‘s easy to convert a DarkPlaces particleinfo.txt file to be used with FTE, but you must do it manually at the console. FTE and QSS can directly use these only when explcitly configured to do so - either r_particledesc effectinfo or a mod that explicitly calls particleeffectnum("effectinfo.something")
| style="text-align:left;" | Echos: It‘s easy to convert a DarkPlaces particleinfo.txt file to be used with FTE, but you must do it manually at the console.
 
 
| none
 
| none
 
| none
 
| none
Line 737: Line 842:
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
| style="text-align:left;" | FTE supports q3 shaders for q3 maps only. DP supports single stage shaders only. Realtime lighting breaks these shaders in DP and FTE. Many shaders from Q3 will not  
+
| style="text-align:left;" | DP supports single stage shaders only. Not using the ftee_program term can result in lower performance in FTE - especially for skeletal models. Realtime lighting breaks these shaders in DP and FTE. Many shaders from Q3 will not work in DP due to the multiple stages, and shaders designed only for DP are malformed as far as Q3+FTE are concerned (ie: expect weirdness).
 
 
work in DP due to the multiple stages.
 
 
| none
 
| none
 
| none
 
| none
Line 800: Line 903:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y
+
| style="background:darkred; color:white;" | N
| style="text-align:left;" | none
+
| style="text-align:left;" | SDL2 engines no longer support cd audio (all four engines support fake tracks though, but don't depend on the cd command still existing if you want to change track).
 
| none
 
| none
 
| none
 
| none
Line 813: Line 916:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="text-align:left;" | none
+
| style="text-align:left;" | DP+FTE support stereo wav files, QSS will average the channels and load game sounds as mono. FTE supports float wavs, the others do not.
 
| none
 
| none
 
| none
 
| none
Line 822: Line 925:
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
+
| style="background:green; color:white;" | Y
| style="background:black; color:white;" | ?
+
| style="background:green; color:white;" | Y
| style="text-align:left;" | none
+
| style="text-align:left;" | QS only supports oggs for music, not game sounds.
 +
| none
 +
| none
 +
 
 +
|-valign="top" style="background:#F8F8F8"
 +
| Ogg Opus
 +
| (.opus)
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="text-align:left;" | QS only supports opus for music, not game sounds. FTE can load this audio formats via its ffmpeg plugin (and pretty much any other too).
 +
| none
 +
| none
 +
 
 +
|-valign="top" style="background:#F8F8F8"
 +
| MPEG 2 layer 3
 +
| (.mp3)
 +
| style="background:yellow; color:black;" | Win
 +
| style="background:darkred; color:white;" | N
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="text-align:left;" | Engines will load id1/music/*.ogg in preference to mod/music/*.mp3, so this is only useful for users ripping their own fake-track audio. QS only supports mp3s for music, not game sounds.
 
| none
 
| none
 
| none
 
| none
Line 943: Line 1,068:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Video
+
| Quake3 Video
 
| (.roq)
 
| (.roq)
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
Line 949: Line 1,074:
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
+
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
 +
 
 +
|-valign="top" style="background:#F8F8F8"
 +
| Quake2 Video
 +
| (.cin)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:black; color:white;" | ?
 +
| style="background:black; color:white;" | ?
 +
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
 
| none
 
| none
 
| none
 
| none
Line 989: Line 1,125:
 
| Video
 
| Video
 
| (.dpv)
 
| (.dpv)
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N
Line 1,000: Line 1,136:
 
| Video
 
| Video
 
| (.jam)
 
| (.jam)
| style="background:black; color:white;" | ?
+
| style="background:darkred; color:white;" | N
 
| style="background:green; color:white;" | Y
 
| style="background:green; color:white;" | Y
 
| style="background:darkred; color:white;" | N
 
| style="background:darkred; color:white;" | N

Revision as of 03:46, 16 September 2018

echos added a To-Do; this page is a work in progress, it's not yet finished.

Model and/or Animation

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 (.mdl) Y Y Y Y Echos: These became known as Alias models, even though that‘s not correct. John Carmack always called these Alias models, so the name stuck. none none
Quake2 (.md2) Y Y N N Swimmy when animating. Yuck. none none
Quake3 (.md3) Y Y N Y Echos: Support of md3 may be limited in some engines, such as tags and animations. none none
Inter-Quake Model (.iqm) Y Y N N Echos: The best choice for creating models & animations in FTE and DP. Skeletal animation support for 256 joints. Vertex animation and blendshapes are not supported, skeletal only. none none
Extended Inter-Quake Model (.vvm) Y N N N Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage. none none
DarkPlaces Model (.dpm) Y Y N N No framegroups/animations (just individual poses). none none
Unreal Interchange Model (.psk) Y Y N N Slow to load (although easy to export). the separate .psa files contain the animation data in an external file. none none
Zymotic Model (.zym) Y Y N N Only one bone influence per vertex. none none
MD5 Mesh (.md5mesh) Y N N N Has no animation data. none none
MD5 Anim (.md5anim) Y N N N Has no mesh data. none none
QuakeForge 16bit Alias (.???) Y N N N Echos: The Alias model format (Quake1 .mdl) with 16-bit vertices. This gives models more precision, the vertices will show up in-game positioned more accurately. none none
Half-Life (.mdl) Y N N N Boo Hiss. none none
Hexen2MP (.mdl) Y N N N Only used in the missionpack. none none
External Anim (.???) Y N N N Text format that allows extracting the animation data from numerous models, to combine with extracted mesh data. This allows you to use eg md5 models without using skeletal objects(csqc). none none
FTE Heightmap Map (.hmp) Y N N N Echos: This format is for creating terrains in FTE, can be used by mappers to make large sandbox-style game levels. Sections are streamed in from disk as required. Models and bsps can be embedded as desired. Entities are really messy right now. none none
Wavefront (.obj) N Y N N LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP. none none
Alias Triangle (.tri) N N N N Echos: This is the real Alias model format. Obsolete, but old files exist. The original Quake1 models were converted from .tri to .mdl with the modelgen utility. Listed for informational purposes, no point to load it in engine. none none

Map Source File (load a .map without compiling it)

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 (.map) Y N N N Texture alignment+size is dependant upon correct texture sizes. Replacement textures will generally appear zoomed in/wrong - texture wads are expected to follow halflife rules (ie: path is ignored, the wad must be id1/*.wad or moddir/*.wad). Don't expect good performance, especially with rtlights. none none
Quake2 (.map)  ? N N N none none none
Quake3 (.map) Y N N N FTE will display patches only using their control points. none none
Quake3 Brush-Plane (.map) N N N N An alternative way of expressing texture coords. none none
Half-Life (.map) Y N N N valve's 220 format allows more texture coords to be expressed more precisely. none none

Map Data File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 (.bsp) Y Y Y Y BSP29 Quake retail-release. none none
Hexen2 (.bsp) Y  ? N Y Expect palette+hull issues when running in quake. none none
Quake1 2PSB (.bsp) Y Y N N This format is now obsolete, don‘t use it. BSP2 replaced it. none none
Quake1 BSP2 (.bsp) Y Y N N All 16bit limits increased to 32bit (with the 16bit coords becoming floats). none none
Quake2 (.bsp) Y Y N N Yellow. none none
Quake3 (.bsp) Y Y N N So curvacious! none none
Half-Life (.bsp) Y Y N N Toolchain license issues. none none
Qfusion (.bsp) Y N N N none none none
SOF2 (.bsp) Y N N N Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) none none
JK2 (.bsp) Y N N N Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) none none
JA (.bsp) Y N N N Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) none none
Quake1 Prerelease (.bsp) Y N N N BSP28 Quake pre-release. none none
Quake1 Alpha/Pre-Alpha (.bsp) N N N N BSP27 and earlier. Quake alpha-release. none none
Quake Live (.???) N Y N N Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements. none none
Wavefront (.obj) N Y N N LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP. none none
BSPX lump: RGBLIGHTING (.bsp) Y N N Y Allows embedding rgb lighting directly into a q1 bsp without needing an external .lit file. Compile with ericw's light util using the -bspxlit argument. Also supported by ezquake, so be sure to use this for any quakeworld-centric map as the lighting will survive being auto-downloaded. none none
BSPX lump: LIGHTING_E5BGR9 (.bsp) Y N N N Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting. none none
BSPX lump: LIGHTINGDIR (.bsp) Y N N N Equivelent to a .lux file, but embedded into the bsp itself. Compile with ericw's light util using the -bspxlux argument. none none
BSPX lump: LMSHIFT, LMOFFSET, LMSTYLE (.bsp) Y N N Y Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned. none none
BSPX lump: VERTEXNORMALS (.bsp) Y N N N Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool. none none
BSPX lump: BRUSHLIST (.bsp) Y N N N Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument. none none
BSPX lump: BRUSHLIST (.bsp) Y N N N Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument. none none


Map Misc. Data File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 external lightmap (.lit) Y Y Y Y This is a hack to allow colored lighting in Quake1 maps. none none
Entity Replacement (.ent) Y Y Y Y LH: DP can use .obj as a map if you provide a .ent file with it. Can be used to fix z-fighting bugs, fix entities in walls, remove quad in small deathmatch maps, etc. none none
LightDirectionMap (.dlit) Y Y N N LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want. none none
DeluxeMap (.lux) Y N N N Echos: DP doesn‘t load .lux so use .dlit the file format is identical. none none
RealtimeLights (.rtlights) Y Y N N Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't, which may make format conversions necessary. You can use the spinning light w/ a cubeMap to make it fancy. none none

Texture File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake's gfx.wad (.wad) Y Y Y Y none none none
Targa (.tga) Y Y Y Y none none none
Lump (.lmp) Y Y Y Y none none none
Quake2 Wall Texture (.wal) Y Y N N none none none
Image (.png) Y Y  ? Y none none none
Image (.jpg) Y Y  ? Y none none none
Image (.pcx) Y Y  ? Y none none none
Image (.dds) Y Y N N Spike: FTE supports this for bc1-7/dxt stuff. Allows for properly compressed textures for lower gpu memory usage. May have issues with npot texture mip sizes in opengl engines. none none
Image (.ktx) Y  ? N N Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr. Allows for properly compressed textures even with npot textures for lower gpu memory/bandwidth use. none none
Texture Wad (.wad) Y Y N N Required for halflife bsp support. none none

Sprite File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 Sprite (.spr) Y Y Y Y QS is still buggy with regard to framegroups (fixed in QSS+FTE+DP). Quake defines more types of sprite than the number of sprites it actually shipped with. none none
Quake2 Sprite (.sp2) Y Y N N none none none
Quake1 Sprite 32bit (.spr32) Y Y N Y none none none
Half-Life Sprite (.spr) Y Y N N none none none

Particle File

Format Ext FTE DP QS QSS Notes Examples Tutorials
FTE Particles (.cfg) Y N N Y Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/ none
DarkPlaces Particles (.txt) Y Y N Y Echos: It‘s easy to convert a DarkPlaces particleinfo.txt file to be used with FTE, but you must do it manually at the console. FTE and QSS can directly use these only when explcitly configured to do so - either r_particledesc effectinfo or a mod that explicitly calls particleeffectnum("effectinfo.something") none none

Shader File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake3 partial support (.shader) Y Y N N DP supports single stage shaders only. Not using the ftee_program term can result in lower performance in FTE - especially for skeletal models. Realtime lighting breaks these shaders in DP and FTE. Many shaders from Q3 will not work in DP due to the multiple stages, and shaders designed only for DP are malformed as far as Q3+FTE are concerned (ie: expect weirdness). none none
GLSL (.???) Y N N N Echos: FTE allows you to create shaders with GLSL. DP only uses GLSL internally. Use Q3 bsp & shader for compat w/ both. none none

Script File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake Config (.cfg) Y Y Y Y none none none

Sound File

Format Ext FTE DP QS QSS Notes Examples Tutorials
CD Audio (.???) Y Y N N SDL2 engines no longer support cd audio (all four engines support fake tracks though, but don't depend on the cd command still existing if you want to change track). none none
Waveform (.wav) Y Y Y Y DP+FTE support stereo wav files, QSS will average the channels and load game sounds as mono. FTE supports float wavs, the others do not. none none
Ogg Vorbis (.ogg) Y Y Y Y QS only supports oggs for music, not game sounds. none none
Ogg Opus (.opus) N N Y Y QS only supports opus for music, not game sounds. FTE can load this audio formats via its ffmpeg plugin (and pretty much any other too). none none
MPEG 2 layer 3 (.mp3) Win N Y Y Engines will load id1/music/*.ogg in preference to mod/music/*.mp3, so this is only useful for users ripping their own fake-track audio. QS only supports mp3s for music, not game sounds. none none

Video File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Video (.avi) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mpg) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mpeg) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mp4) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mpeg4) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mjpeg) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mkv) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.webm) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.bik) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Quake3 Video (.roq) Y Y  ?  ? Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg. none none
Quake2 Video (.cin) Y Y  ?  ? Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg. none none
Video (.flv) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.wmv) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.ogv) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.dpv) N Y N N LH: a weird little format I made ages ago for a commercial project that needed ultra-low CPU usage. none none
Video (.jam) N Y N N LH: videos from the game Blood Omnicide: Legacy of Cain. none none